Reorganize a little
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3770c72ec0
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7 changed files with 342 additions and 260 deletions
262
Graphics/private/bindings/Graphics.cpp
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262
Graphics/private/bindings/Graphics.cpp
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#include "Graphics.hpp"
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#include "Allocators.hpp"
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// -------- OpenGL -------- //
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#include <GL/glew.h>
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// -------- Window Context -------- //
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#include <GLFW/glfw3.h>
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// -------- Debug UI -------- //
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#include <imgui.h>
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#include <imgui_impl_glfw.h>
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#include <imgui_impl_opengl3.h>
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// -------- Canvas -------- //
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#define NANOVG_GL3_IMPLEMENTATION
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#include <nanovg.h>
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#include <nanovg_gl.h>
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#include <cstdio>
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namespace tp {
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class ShowoffGlContext {
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public:
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// Showoff data
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GLuint vao{};
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GLuint vbo{};
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GLfloat vertices[9] = {
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-0.0f, -0.0f, 0.0f, // Left vertex
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1.0f, 0.0f, 0.0f, // Right vertex
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0.5f, 1.0f, 0.0f // Top vertex
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};
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};
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class ShowoffGUIContext {
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public:
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ImGuiIO* io{};
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ImGuiContext* ctx{};
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};
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class ShowoffCanvasContext {
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public:
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NVGcontext* vg;
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};
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class WindowContext {
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friend Showoff::GL;
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friend Showoff::GUI;
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friend Showoff::Canvas;
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public:
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GLFWwindow* window;
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};
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}
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using namespace tp;
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Showoff::GL::GL() {
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mContext = new ShowoffGlContext();
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}
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Showoff::GL::~GL() {
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delete mContext;
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}
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void Showoff::GL::init() {
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// Create a Vertex Array Object (VAO)
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glGenVertexArrays(1, &mContext->vao);
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glBindVertexArray(mContext->vao);
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// Create a Vertex Buffer Object (VBO)
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glGenBuffers(1, &mContext->vbo);
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glBindBuffer(GL_ARRAY_BUFFER, mContext->vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(mContext->vertices), mContext->vertices, GL_STATIC_DRAW);
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// Set up vertex attributes
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void*) nullptr);
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glEnableVertexAttribArray(0);
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}
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void Showoff::GL::deinit() {
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glDeleteBuffers(1, &mContext->vbo);
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glDeleteVertexArrays(1, &mContext->vao);
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}
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void Showoff::GL::beginDraw() {
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void Showoff::GL::endDraw() {
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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Showoff::GUI::GUI() {
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mContext = new ShowoffGUIContext();
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}
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Showoff::GUI::~GUI() {
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delete mContext;
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}
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void Showoff::GUI::init(Window* window) {
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IMGUI_CHECKVERSION();
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mContext->ctx = ImGui::CreateContext();
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mContext->io = &ImGui::GetIO();
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// Initialize ImGui with GLFW and OpenGL
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ImGui_ImplGlfw_InitForOpenGL(window->getContext()->window, true);
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ImGui_ImplOpenGL3_Init("#version 330");
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}
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void Showoff::GUI::deinit() {
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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}
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void Showoff::GUI::beginDraw() {
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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// ImGui code goes here
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ImGui::Begin("Window");
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ImGui::End();
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}
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void Showoff::GUI::endDraw() {
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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}
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Showoff::Canvas::Canvas() {
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mContext = new ShowoffCanvasContext();
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}
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Showoff::Canvas::~Canvas() {
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delete mContext;
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}
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void Showoff::Canvas::init() {
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mContext->vg = nvgCreateGL3(NVG_ANTIALIAS | NVG_STENCIL_STROKES);
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}
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void Showoff::Canvas::deinit() {
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// Cleanup
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nvgDeleteGL3(mContext->vg);
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}
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void Showoff::Canvas::beginDraw() {
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auto width = 600;
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auto height = 600;
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// Start NanoVG rendering
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nvgBeginFrame(mContext->vg, width, height, 1.0);
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// Draw a rectangle
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nvgBeginPath(mContext->vg);
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nvgRect(mContext->vg, 50, 50, 50, 50);
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nvgFillColor(mContext->vg, nvgRGBf(0.8f, 0.4f, 0.1f));
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nvgFill(mContext->vg);
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// End NanoVG rendering
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nvgEndFrame(mContext->vg);
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}
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void Showoff::Canvas::endDraw() {
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// End NanoVG rendering
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nvgEndFrame(mContext->vg);
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}
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void Showoff::init(Window* window) {
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gl.init();
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gui.init(window);
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canvas.init();
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}
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void Showoff::deinit() {
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canvas.deinit();
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gui.deinit();
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gl.deinit();
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}
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void Showoff::draw() {
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gl.beginDraw();
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canvas.beginDraw();
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gui.beginDraw();
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gl.endDraw();
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canvas.endDraw();
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gui.endDraw();
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}
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Window::Window(int width, int height, const char* title) {
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mContext = new WindowContext();
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// Create a window and OpenGL context
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mContext->window = glfwCreateWindow(width, height, title, nullptr, nullptr);
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if (!mContext->window) {
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printf("Failed to create GLFW window\n");
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return;
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}
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glfwMakeContextCurrent(mContext->window);
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// Initialize GLEW
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if (glewInit() != GLEW_OK) {
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printf("Failed to initialize GLEW\n");
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return;
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}
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showoff.init(this);
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}
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Window::~Window() {
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showoff.deinit();
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glfwDestroyWindow(mContext->window);
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delete mContext;
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}
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Window* Window::createWindow(int width, int height, const char* title) {
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static int count = 1;
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if (!count) {
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printf("Window class is a singleton\n");
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return nullptr;
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}
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count--;
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// Initialize GLFW
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if (!glfwInit()) {
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printf("Failed to initialize GLFW\n");
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return nullptr;
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}
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// Set the GLFW error callback
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glfwSetErrorCallback([] (int error, const char* description) {
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printf("GLFW Error: %i %s\n", error, description);
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});
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return new Window(width, height, title);
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}
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void Window::destroyWindow(Window* window) {
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delete window;
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glfwTerminate();
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}
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void Window::renderLoop() {
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while (!glfwWindowShouldClose(mContext->window)) {
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showoff.draw();
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// Swap buffers and poll events
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glfwSwapBuffers(mContext->window);
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glfwPollEvents();
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}
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}
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WindowContext* Window::getContext() { return mContext; }
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